RSX Code Reference
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    • rsx
    • FractureSettings

    Class FractureSettings

    Settings that control how a mesh is fractured into pieces.

    Index
    • Parameters

      • Optionalmode: EnumValue<FractureGenerationMode>
      • Optionalthickness: number
      • OptionalgenerateHollow: boolean
      • OptionalpieceCount: number
      • OptionalseedMode: EnumValue<FractureSeedMode>
      • OptionalrandomSeed: number
      • OptionalnoiseStrength: number
      • OptionalclusterCenterPoint: Immutable<Vector3>
      • OptionalclusterRadius: number
      • OptionalminimumPieceVolume: number
      • OptionalmaximumPieceVolume: number
      • OptionalinteriorUVScale: number
      • OptionallodLevelCount: number
      • OptionallodReductionFactor: number
      • OptionalhierarchyLevels: number
      • OptionalchildrenPerPiece: number

      Returns FractureSettings

    _childrenPerPiece: number
    _clusterCenterPoint: Vector3
    _clusterRadius: number
    _generateHollow: boolean
    _hierarchyLevels: number
    _interiorUVScale: number
    _lodLevelCount: number
    _lodReductionFactor: number
    _maximumPieceVolume: number
    _minimumPieceVolume: number
    _noiseStrength: number
    _pieceCount: number
    _randomSeed: number
    _thickness: number
    • get childrenPerPiece(): number

      Target number of children per piece when using hierarchical fracturing.

      Returns number

    • set childrenPerPiece(value: number): void

      Parameters

      • value: number

      Returns void

    • get clusterRadius(): number

      If SeedMode is Clustered, the cluster radius for seed points.

      Returns number

    • set clusterRadius(value: number): void

      Parameters

      • value: number

      Returns void

    • get generateHollow(): boolean

      If Mode is Solid, fracture pieces that do not intersect the exterior will be discarded.

      Returns boolean

    • set generateHollow(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get hierarchyLevels(): number

      Number of hierarchy levels for recursive fracturing. 1 = flat (no nesting), 2+ = nested pieces.

      Returns number

    • set hierarchyLevels(value: number): void

      Parameters

      • value: number

      Returns void

    • get interiorUVScale(): number

      Interior UV scale for cut faces.

      Returns number

    • set interiorUVScale(value: number): void

      Parameters

      • value: number

      Returns void

    • get lodLevelCount(): number

      Number of LOD levels to generate for each piece. 1 = no additional LODs.

      Returns number

    • set lodLevelCount(value: number): void

      Parameters

      • value: number

      Returns void

    • get lodReductionFactor(): number

      Reduction factor for each successive LOD level. E.g., 0.5 means each LOD has 50% of the triangles of the previous level.

      Returns number

    • set lodReductionFactor(value: number): void

      Parameters

      • value: number

      Returns void

    • get maximumPieceVolume(): number

      Maximum volume for a piece (larger pieces are subdivided). Range: 0.0 to 1.0 (relative to original).

      Returns number

    • set maximumPieceVolume(value: number): void

      Parameters

      • value: number

      Returns void

    • get minimumPieceVolume(): number

      Minimum volume for a piece (smaller pieces are discarded). Range: 0.0 to 1.0 (relative to original).

      Returns number

    • set minimumPieceVolume(value: number): void

      Parameters

      • value: number

      Returns void

    • get noiseStrength(): number

      If SeedMode is Uniform, the amount of noise/irregularity applied to fracture cuts. Range: 0.0 to 1.0.

      Returns number

    • set noiseStrength(value: number): void

      Parameters

      • value: number

      Returns void

    • get pieceCount(): number

      Target number of pieces to generate.

      Returns number

    • set pieceCount(value: number): void

      Parameters

      • value: number

      Returns void

    • get randomSeed(): number

      Random seed for reproducible fracturing. Use 0 for random results each time.

      Returns number

    • set randomSeed(value: number): void

      Parameters

      • value: number

      Returns void

    • get thickness(): number

      Thickness of the skin when using Skin generation mode.

      Returns number

      For proper rendering results, it is important to ensure that the skin thickness does not exceed the minimum distance between two opposite faces.

    • set thickness(value: number): void

      Parameters

      • value: number

      Returns void